Quick Questions / Quick Answers

Hello! I downloaded just the Community Patch through the installer, and I have a few questions about some of its features.
  1. I know that Vox Populi totally altered the policy trees, so Tradition does not give the free Monument or Aqueduct anymore. However, as I'm just playing with CP, these should still be free in my first four cities. I get them in some cities, but it's not consistent - does CP modify it so that the cities need to be established before the policies for culture buildings/the finisher are taken? I just tested this out in a game - I founded four cities and held off on finishing Tradition; three received the free Monument and one did not, and when Aqueducts became available I finished the tree and all four cities received them. However, in another save, I had finished Tradition before my third city and it did not have a free Monument or Aqueduct.
  2. Whenever I try to auto-route a road to a city, it stops after each piece of road is finished, as though I didn't click on the routing tool to begin with. Is this a glitch, perhaps?
  3. Another possible glitch: when I have a Worker finish an improvement, the icon recommending the improvement is still there the turn it's finished.
  4. This is completely personal preference, but is there any way to remove the added Great Works? I prefer to stick to the original game ones.
I believe these are the only issues I've been having with the CP - I'm enjoying it otherwise. However, as I usually play as Poland, I receive policies quickly and would rather not have to rush or put off my cities just to receive the free buildings, as they're a big allure of Tradition to me. Thank you so much in advance!
I'm pretty sure number 2 is a known issue; it happens to me and all my friends who play. I'm not sure on the reason why or why it hasn't been fixed.
 
There are some open Github tickets on these you could contribute to
1. https://github.com/LoneGazebo/Community-Patch-DLL/issues/11613
2. https://github.com/LoneGazebo/Community-Patch-DLL/issues/11445

To the others,
3. The improvement recommendation thing I have seen but don't know the cause -- it doesn't always happen.
I suspect it might be related to the fact that sometimes when a worker is interrupted it shows the number of remaining turns as 2, when actually it is 1 (if you click the improvement, it finishes) I really need to try find a reproducible instance of this and open a ticket, I suspect it is related to this bugfix.

4. I think if you go to (1) Community Patch/Database Changes/Units/CoreUnitChanges.sql you can manually delete the new ones from the list if you recognize them. If you don't then the full list of new works I think will be in (1) Community Patch/Database Changes/City/GreatWorks/CoreNewGreatWorks.sql to cross-reference. I'm not 100% sure how it works but I think changing the Unit_UniqueNames to not include the new people (and therefore great works) will be enough.
 
I am very newly back to Civ5 (with VP CP), and there's something that I don't understand (or something that's not working). I selected the Creativity belief for my religion, but I don't get any benefits from it, even though my capital should give me some culture unless I misread the description completely. Here are some screenshots.

Spoiler :
Before selecting the belief: Earn 22 culture pr. turn.
1741799136797.png


Spoiler :
Belief description:
1741799247480.png


Spoiler :
After: Still earning 22 culture pr. turn. So no yields in spite of followers in capital should qualify (right?).
1741799362121.png


So I would think I should get 2 culture pr. turn from my capital - what am I misreading?
 
You should be right. Have you wait one more turn ? Sometimes it just take the game one turn to adjust for specific modifiers (noticed the faith is correctly applied).
 
The culture still lists +22 on the next turn, but it seems to update with more than that, so maybe something's wrong in the interface? :hmm:
 
Is there any way to block the specialist "cell". For example, I don't want that any city except capital produce civil servant, and I don't want manual control of spec in every city
Can I prohibit the spec cell of civil servant, that AI manager of a city wouldn't put this cell
 
What will happen with factories/coaling stations ( any building that need resources ) when i lost needed resources? Can i buy some, make some extra factories and cancel the deal?
 
What will happen with factories/coaling stations ( any building that need resources ) when i lost needed resources? Can i buy some, make some extra factories and cancel the deal?
Maintenence of all buildings will increase, first in capital, than, if you lack more resources, in the 2nd city and e.t.c.
 
Is there any way to block the specialist "cell". For example, I don't want that any city except capital produce civil servant, and I don't want manual control of spec in every city
Can I prohibit the spec cell of civil servant, that AI manager of a city wouldn't put this cell
How to suggest idea about this?
Is it possible to mod?
I think this is may be must have feature
 
The culture still lists +22 on the next turn, but it seems to update with more than that, so maybe something's wrong in the interface? :hmm:
I don't know about this belief but I know about Goddess of Festivals, which grants faith, gold and culture in the capital for every luxury. It does not update in the upper bar straight away after buying any lux, so I always enter the capital screen after I made a tile improvement/buy a new one/get new CS alliance. Then, all yields are kinda count again for that city, at least for interface purposes and the numbers per turn in the main top bar also update. I try to do that too when I buy something during AI turn, just in case it doesn't add.
 
So I don't know if it is intended (but I don't see a reason for it to be), a bug or a bug within 3&4th UC, as I don't play without this mod, and it needs clarification as it will be integrated into base VP anyway.

The Aztecs cannot build wells, and there is no replacement for both them and water mills like with the Shoshone, they can normally build water mills. I believe it is retained from floating gardens they must had lost lost when I wasn't an active player. They have a unique library and a unique grand temple, both without any empire-wide yields that would explain or compensate this. I am talking about 4.16.2 with 88 version of 3&4th UC, as this is the most recent version without the game breaking AI military decisions bug. There were no new UC modmod bersion since then but it might have been repaired in the meantime, please let me know.
 
So I don't know if it is intended (but I don't see a reason for it to be), a bug or a bug within 3&4th UC, as I don't play without this mod, and it needs clarification as it will be integrated into base VP anyway.

The Aztecs cannot build wells, and there is no replacement for both them and water mills like with the Shoshone, they can normally build water mills. I believe it is retained from floating gardens they must had lost lost when I wasn't an active player. They have a unique library and a unique grand temple, both without any empire-wide yields that would explain or compensate this. I am talking about 4.16.2 with 88 version of 3&4th UC, as this is the most recent version without the game breaking AI military decisions bug. There were no new UC modmod bersion since then but it might have been repaired in the meantime, please let me know.
This is the still the case with base VP 4.20.1, so i think it is intended.
To enable the Aztecs to build wells again, remove the following lines from the file MODS\(2) Vox Populi\Database Changes\Civilizations\Aztec.sql, and delete the cache folder before starting a new game.
Spoiler :
-- Can't build Well
INSERT INTO Civilization_BuildingClassOverrides
(CivilizationType, BuildingClassType, BuildingType)
VALUES
('CIVILIZATION_AZTEC', 'BUILDINGCLASS_WELL', NULL);
 
Most probably an oversight : as far as I remember, it was the case when the new library (Telpochcalli) was implemented and @pineappledan said it was a bug.
Can't find the discussion though.
 
Is there any way to make the game load all the VP things when I launch the game? So I do not have to wait for it to load in the mod menu.
 
Is this a known issue?

1. Conquer a city (ravenna in this case), start building a courthouse
2. liberate a nearby former city state (almaty here)
3. at liberation, almaty gets everything within a 4-hex radius, including apparenty ravenna. Ravenna on the map looks for all the world like a second city for almaty. (see screenshot, ravenna is the southern one) Whatever, I don't really care about ravenna.
4. much to my surprise, a few turns later the courthouse completes and I am prompted to select a new build order for ravenna! I can't get to the city screen directly from the map, but I can get to it from say cycling through all my cities with the r/l buttons on the city screen.
 

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Hey, did guilds lose their gold from every corresponding building on the empire, I think it used to be amphitheatre for writers, the opera for musicians, and so on? Am I missing something, or it was removed and I just always assumed it being there since I played a lot of VP a few years back and you can't teach the old horse new tricks in my memory lol?
 
Hey, did guilds lose their gold from every corresponding building on the empire, I think it used to be amphitheatre for writers, the opera for musicians, and so on? Am I missing something, or it was removed and I just always assumed it being there since I played a lot of VP a few years back and you can't teach the old horse new tricks in my memory lol?

Yes, gold on guilds from cultural buildings was removed by VP Congress vote during the 6th Congress. Maintenance costs were instead removed from those cultural buildings so that they do not lose more gold than they make.


The first version featuring the change was 4.3.

 
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